ProtoFlux:Button Events

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Revision as of 18:10, 13 January 2024 by 989onan (talk | contribs) (Added Button Events page stuff. Needs work)
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Inputs

Global: IButton (IButton)[Global]

Button to read events from.

Outputs

Pressed (Impulse)

Sends an Impulse when the button in Global: IButton is pressed down

Pressing (Impulse)

Sends an Impulse every game update while the button in Global: IButton is being held down

Released (Impulse)

Sends an Impulse when the button in Global: IButton is released

HoverEnter (Impulse)

Sends an Impulse a cursor/laser is brought on top of the button in Global: IButton (TODO: Does this include touching? (Ex: Physical buttons))

HoverStay (Impulse)

Sends an Impulse every game update while the button in Global: IButton is being currently being hovered over (TODO: Does this include touching? (Ex: Physical buttons))

HoverLeave (Impulse)

Sends an Impulse a cursor/laser leaves being on top of the button in Global: IButton (TODO: Does this include touching? (Ex: Physical buttons))

Source (Component)

The source of the button press (TODO: Is this a interaction laser and/or tip touch source?)

GlobalPoint (float3)

The point in global transform in the world the user's cursor is at on the surface of the button during any of this node's Impulses Example: Useful for a splash of particles where the user clicked like a click effect

LocalPoint(float3)

The point in UIX pixels within the button's local RectTransform the user's cursor is at during any of this node's Impulses

NormalizedPoint(float2)

The point from 0 to 1 in both the x and y channels within the button's local RectTransform the user's cursor is at during any of this node's Impulses.